Difference between revisions of "Machinist"
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[[File: | [[File:Machinist concept art.jpg|250px|right]] {{MH2|Introduction}} {{Quotation|[https://na.finalfantasyxiv.com/jobguide/machinist FinalFantasyXIV.com Machinist]|The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistas now line the city walls, plucking dragons from the sky. Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist.}} | ||
{{Machinist|big=y}} '''Machinist''' ('''MCH''') is a [[job]] introduced with the ''[[Heavensward]]'' expansion and unlockable at level 50 with [[Machinist#Unlock|sufficient progression]] in the [[Main Scenario Quests]]. The job starts at level 30 when unlocked. It is one of three [[Physical Ranged DPS|physical ranged DPS]] jobs and does not have a base [[class]]. | |||
{{TOC limit|3}} | |||
== General information == | |||
=== Guild === | |||
The Machinist's Guild is [[Skysteel Manufactory]], located in [[Foundation]] (x8, y10.2). This job starts at level 30. The job trainer is [[Stephanivien]]. | |||
=== Unlock === | |||
* '''Prerequisite:''' The player must have completed all of the [[Seventh Astral Era Quests]] up to {{questlink|main|Before the Dawn}} in order to unlock the city of [[Ishgard]]. | |||
* '''Quest''': Speak to an NPC in [[Foundation]] (x8,y10) to obtain the quest {{questlink|feature|So You Want to Be a Machinist}}. | |||
== | === Equipment === | ||
The machinist is a [[disciple of war]] and wears [[armor]] and [[accessories]] "of Aiming." They use [[firearm]]s as weapons. | |||
{| {{STDT|item align-left}} | |||
!style="width:150px;"|Weapon | |||
!style="width:150px;"|Armor | |||
!style="width:150px;"|Accessories | |||
|- | |||
|[[Machinist's Arm]]s | |||
|[[:Category:Machinist headwear|Head]]<br>[[:Category:Machinist chestwear|Body]]<br>[[:Category:Machinist handwear|Hands]]<br>[[:Category:Machinist legwear|Legs]]<br>[[:Category:Machinist footwear|Feet]] | |||
|[[:Category:Machinist bracelets|Bracelets]]<br>[[:Category:Machinist earrings|Earrings]]<br>[[:Category:Machinist necklace|Necklace]]<br>[[:Category:Machinist ring|Ring]] | |||
|} | |||
== [[List of machinist quests|Quests]] == | |||
===Machinist Job Quests=== | |||
{{:List of machinist quests}} | |||
===Physical DPS Role Quests (Shadowbringers)=== | |||
{{#lsth:Physical DPS Quests}} | |||
===Physical Ranged DPS Role Quests (Endwalker)=== | |||
{{#lsth:Physical Ranged DPS Role Quests|Endwalker}} | |||
===Physical Ranged DPS Role Quests (Dawntrail)=== | |||
{{#lsth:Physical Ranged DPS Role Quests|Dawntrail}} | |||
== [[List of machinist actions|Actions]] == | |||
{{:List of machinist actions}} | |||
== | == [[List of machinist traits|Traits]] == | ||
{{:List of machinist traits}} | |||
==Combos== | |||
Performing actions in a certain order increases potency and applies combo bonuses. | |||
[[file:Heated Split Shot.png|40px|link=Heated Split Shot]] => [[file:Heated Slug Shot.png|40px|link=Heated Slug Shot]] => [[file:Heated Clean Shot.png|40px|link=Heated Clean Shot]] = Increases the [[Heat Gauge]] and [[Battery Gauge]]. | |||
== Job mechanics == | |||
{{:Ammunition & Heat Gauge}} | |||
==Achievements== | |||
This job is associated with the following [[achievements]]: | |||
{| {{STDT| mech1 sortable align-left}} | |||
{{achievement table header}} | |||
{{achievement table row|Mean Machine I}} | |||
{{achievement table row|Mean Machine II}} | |||
{{achievement table row|Mean Machine III}} | |||
{{achievement table row|Mean Machine IV}} | |||
{{achievement table row|Mean Machine V}} | |||
{{achievement table row|Mean Machine VI}} | |||
{{achievement table row|Mean Machine VII}} | |||
{{achievement table row|Mean Machine VIII}} | |||
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|} | |} | ||
== | ==Notable Machinists== | ||
*[[Stephanivien]] | |||
*[[Koana]] | |||
==Gallery== | |||
<gallery heights=200px mode=packed> | |||
File:Machinist concept art 1.jpg | |||
File:Machinist1.jpg | |||
| | File:Machinist2.jpg | ||
File:Machinist7.jpg | |||
File:Machinist3.jpg | |||
File:Machinist4.jpg|Machinist Artifact Armor in 4.0 Stormblood. | |||
File:Machinist5.png|Machinist Artifact Armor in 5.0 Shadowbringers. | |||
File:Machinist6.jpg|Machinist Artifact Armor in 6.0 Endwalker. | |||
File:Machinist8.jpg|Machinist Artifact Armor in 7.0 Dawntrail. | |||
</gallery> | |||
==Lore== | |||
Following the example of Cid Garlond, who had time and again demonstrated the potency of magitek, the Skysteel Manufactory began their tireless work on the development of advanced armaments. As new and devastating weapons were brought to the fray, a new class of champion arose to wield them—the machinist. | |||
===History=== | |||
Handed down through the centuries of Ishgard’s endless conflict with the Dravanians, the city-state’s engineers have devised and improved upon myriad dragon-killing contrivances. Their successes inspired the construction of the Skysteel Manufactory in the year 1483 of the Sixth Astral Era, where resident artisans to this day continue to invent weapons such as the ceruleum-propelled giant ballista, and the quad-barreled Bertha cannon. | |||
Many of these modern advances can be attributed to Stephanivien de Haillenarte, the manufactory’s brilliant chief, who has enthusiastically welcomed the assistance of Garlond Ironworks with incorporating imperial magitek into traditional Ishgardian craftsmanship. Rather than simply adapt this technology for existing purposes, however, Stephanivien has combined magitek with aetherology to develop an entirely new form of weaponry. His primary achievement has been the creation of the aetherotransformer—a device which converts the wearer’s innate mana into the lightning-aspected energy suited for powering the chief's revolutionary inventions. In addition to instructing volunteers in the use of the transformer, Stephanivien has employed a master of marksmanship from Limsa Lominsa to train an ever-growing number of recruits. Armed with their signature firearms and a repertoire of technological marvels, these soldiers of a new age are known as “machinists.” | |||
===Equipment=== | |||
| [[ | ====Machinist’s Attire==== | ||
Based on a proposal made by Stephanivien, the design of this garb prioritizes ease of movement over the heavy protection favored by close-quarter combatants. Its most distinguishing feature is the side-apron tool pouch, used to store a machinist’s transformer, ammunition, and various other devices employed in the machinistry profession. | |||
====Ferdinand==== | |||
This double-barreled firearm features a unique form of propulsion that relies on a wind crystal-pressurized cartridge rather than the explosiveness of firesand. A lack of confidence in this overly ambitious design led to the weapon being falsely peddled at market as an invaluable antique to recoup the costs of its construction. | |||
====Pre-Imperial Garlean Revolver==== | |||
This antique firearm was the first of its kind to feature a cylindrical magazine, allowing a marksman to fire multiple shots before reloading. The design was still popular when the imperial army came into formation, and exquisitely decorated revolvers were commonly issued to officers whose rank afforded them the title of “tol” or better. It is not known by what route it came to the hinterlands, but the Sharlayans were said to keep a pristine model of the weapon in the Great Gubal Library as part of their efforts to catalog the history and knowledge of the known world. | |||
====Peacemaker==== | |||
Excavated from the Allagan ruins at Silvertear Falls, this firearm appears at first glance to possess multiple barrels. Closer inspection of its irregular mechanisms, however, reveal the weapon capable of firing only single shots, with the motion of the central cylinder intended to spin the bullet and stabilize its trajectory. The lightning crystals embedded in its frame are assumed to serve the function of increasing a shot’s initial velocity. | |||
===Tricks of the Trade=== | |||
*[[Satellite Beam]]: Floating contraption? Oh, the satellite! Aye, the blast was even more impressive than I expected! The crystal drive unit's emission was positively blinding. That burning smell, though...” | |||
Machinist discussing the aftermath of a battle. | |||
*[[Slug Shot]]: Swapping out standard bullets for an oversized slug, this shot impacts the target with shuddering force. In this fashion, a trained machinist employs various techniques to take advantage of a multitude of custom ammunition. | |||
*[[Gauss Barrel]]: An attachment for machinist weapons. By infusing the barrel with the aetherotransformer’s accumulated energy, the velocity and penetrating power of subsequent shots are substantially increased. | |||
*[[Ricochet]]: After casting out a number of Ishgardian steel reflectors, the machinist fires a single bullet that bounces between each metal plate. This technique can hit multiple targets with its deadly and unpredictable trajectory. | |||
===Rostnsthal=== | |||
*Race (Clan): [[Roegadyn]] ([[Sea Wolf]]) | |||
*Gender: Male | |||
*Age: 55 | |||
*Epithet: Rostnsthal the Reborn | |||
Rostnsthal was once better known as Sthalmann Sthalmannsyn, the commodore of Limsa Lominsa’s Knights of the Barracuda. At the peak of his career, Sthalmann was responsible for ordering a self-serving and reckless operation that aimed to oust the current Admiral using the treasures of the fabled Seal Rock—a mission that succeeded in uncovering a ritual object for summoning primals. But the operation soon went awry. With many of his subordinates slaughtered, and the artifact taken, Sthalmann’s reputation was shattered beyond repair. Stripped of his rank, he took up the name “Rostnsthal,” (meaning “rusty steel” in the old Roegadyn tongue) and recruited his own crew of pirates in an ultimately unsuccessful bid to steal back the lost relic. The years following this failure were spent wallowing in cheap grog and misery, until an unexpected offer from distant Ishgard saw him accept the post of a marksmanship instructor. | |||
===Stephanivien de Haillenarte=== | |||
*Race (Clan): [[Elezen]] ([[Wildwood]]) | |||
*Gender: Male | |||
*Age: 30 | |||
*Epithet: Stephanivien Brightsun | |||
As a child Stephanivien often indulged his obsession with machinery by visiting the manufactory, his ready mind quickly absorbing whatever scraps of knowledge the engineers in his family’s employ would throw his way. His frequent association with lowborn artisans—unheard of amongst the haughty nobility of Ishgard—likely contributed to Stephanivien’s unusually enlightened attitude. After coming of age and unofficially assuming the position of manufactory chief, Stephanivien actively sought the cooperation of organizations outside of Ishgard, drafting a contract for technological exchange with Jessie Baler, the deputy president of Garlond Ironworks, and hiring a Limsa Lominsan to instruct his machinists in marksmanship. He is also a staunch believer in encouraging the martial independence of Ishgard’s commoners, reasoning that every machinist recruit can only strengthen the city-state’s defenses. | |||
===Aetherotransformer=== | |||
This device converts the wearer's aether into lightning-aspected energy, which is in turn stored within the transformer’s crystal cores. The machinist then draws upon this accumulated energy to both power and enhance her unique repertoire of weapons, requiring her to master skills far beyond those trained by any mundane musketeer. | |||
{{quotation|[[Encyclopædia Eorzea]] Volume III, p. 248|This auxiliary device is equipped at the waist and stores converted aether as lightning-aspected energy in its inbuilt crystal, allowing the machinist to power all manner of weaponry at will. It also holds a convenient supply of spare cartridges and mechanical tools.}} | |||
===Autoturret=== | |||
These portable, self-firing cannons come in two variations: the rook, which fires upon a single target; and the bishop, which saturates the area with bursts of electrical energy. Stephanivien later improved the versatility of autoturrets, allowing a machinist to convert the cannons into tools that replenish mana and restore vigor. | |||
<ref>[[Encyclopaedia Eorzea: Volume I]], page 240-241</ref> | |||
===Machinist’s Panoply=== | |||
====Gunner's Goggles==== | |||
Goggles with brown-tinted lenses not only protect the machinist's vision against damage from muzzle flashes and blast debris, but also enhance it by heightening visual contrast. | |||
====Gunner's Coat==== | |||
In addition to the coattail and belt inherited from the original machinist’s armor, the gunner’s coat features convenient pockets on the sleeves. | |||
== | ====Gunner's Thighboots==== | ||
The length of these boots enables the machinist to comfortably fire when kneeling, while their rubber soles allow her to maintain a solid footing regardless of recoil. | |||
== | ====Form & Function==== | ||
Like the bard, the gun-wielding machinist keeps her enemies at a safe distance, and thus prefers lightweight and mobile defensive gear. In fact, she may even find the same garments worn by archers on the battlefield serviceable for her purposes. Still, the comparatively high-maintenance nature of machinist weapons has led to demand for specialized attire, which allows them to keep spare parts, maintenance tools, and the aetherotransformers that power their firearms and turrets close at hand. | |||
The first full set of machinist’s armor (pictured at right) was developed by Lord Stephanivien of House Haillenarte, the father of modern machinistry. The design, featuring a single durable coattail for storage, quickly found favor. An upgraded version dubbed the “gunner’s armor” has since come to the fore, though it is in fact a mere prototype conceived during the development of uniform for Hilda’s Hounds. | |||
<ref>Encyclopaedia Eorzea: Volume II, page 233</ref> | |||
== | ==External links== | ||
* [https://na.finalfantasyxiv.com/jobguide/machinist FinalFantasyXIV.com Machinist] on the official website. | |||
* [https://www.thebalanceffxiv.com/jobs/ranged/machinist Comprehensive Job Guide] provided by The Balance. | |||
== | ==References== | ||
<references /> | |||
{{ | {{Job navbar}} | ||
[[Category:Patch 3.0 Features]] |
Latest revision as of 07:11, 10 July 2024
Introduction
“The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As her dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect her sons and daughters. Great cannons and ballistas now line the city walls, plucking dragons from the sky. Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist.
Machinist (MCH) is a job introduced with the Heavensward expansion and unlockable at level 50 with sufficient progression in the Main Scenario Quests. The job starts at level 30 when unlocked. It is one of three physical ranged DPS jobs and does not have a base class.
General information
Guild
The Machinist's Guild is Skysteel Manufactory, located in Foundation (x8, y10.2). This job starts at level 30. The job trainer is Stephanivien.
Unlock
- Prerequisite: The player must have completed all of the Seventh Astral Era Quests up to Before the Dawn in order to unlock the city of Ishgard.
- Quest: Speak to an NPC in Foundation (x8,y10) to obtain the quest So You Want to Be a Machinist.
Equipment
The machinist is a disciple of war and wears armor and accessories "of Aiming." They use firearms as weapons.
Weapon | Armor | Accessories |
---|---|---|
Machinist's Arms | Head Body Hands Legs Feet |
Bracelets Earrings Necklace Ring |
Quests
Machinist Job Quests
Physical DPS Role Quests (Shadowbringers)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
No Greater Sport | 70 | Lue-Reeq | |||
Vengeance in Defeat | 72 | Lue-Reeq | |||
Freedom from Privilege | 74 | Lue-Reeq | |||
The Hunter's Legacy | 76 | Lue-Reeq | |||
Fellowship Restored | 78 | Olvara | 1 Risotto al Nero | ||
Courage Born of Fear | 80 | Lue-Reeq | Speaker for the Brave Physical DPS Role Quests (Shadowbringers) |
1 Heavens' Eye Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII |
Physical Ranged DPS Role Quests (Endwalker)
Quest | Type | Level | Quest Giver | Unlocks |
---|---|---|---|---|
Seeds of Disquiet | 85 | Doman Delegate | ||
When the Kami Answer | 86 | Yugiri | ||
Home No Longer | 87 | Yugiri | ||
The Devoted Daughter | 88 | Yugiri | ||
A Singular Gift | 89 | Yugiri | ||
Laid to Rest | 90 | Yugiri | More than Loneliness Physical Ranged DPS Role Quests (Endwalker) |
Physical Ranged DPS Role Quests (Dawntrail)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
To Steal a Steelhog | 90 | Raholl Ja | |||
Bandits Abound | 92 | Ceetol Ja | |||
Take Me to Your Leader | 94 | Ceetol Ja | |||
The Milk of Mamool Ja Kindness | 96 | Ceetol Ja | |||
Ally in the Alley | 98 | Ceetol Ja | 1 Driftwood Catfish Pie | ||
The Mightiest Shield | 100 | Ceetol Ja | Some Shields Are Made to Be Broken Physical Ranged DPS Role Quests (Dawntrail) |
2 Savage Aim Materia XI 2 Savage Might Materia XI 2 Heavens' Eye Materia XI |
Actions
PvE actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Split Shot | MCH | 1 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 140. Additional Effect: Increases Heat Gauge by 5 | ||
Slug Shot | MCH | 2 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 100. Combo Action: Split Shot or Heated Split Shot Combo Potency: 210 Combo Bonus: Increases Heat Gauge by 5 | ||
Hot Shot | MCH | 4 | Weaponskill | Instant | 40s | 25y 0y |
Delivers an attack with a potency of 240. Additional Effect: Increases Battery Gauge by 20 This weaponskill does not share a recast timer with any other actions. | ||
Reassemble | MCH | 10 | Ability | Instant | 55s | 0y 0y |
Guarantees that next weaponskill is a critical direct hit. Duration: 5s This action does not affect damage over time effects. Maximum Charges: 2 | ||
Gauss Round | MCH | 15 | Ability | Instant | 30s | 25y 0y |
Delivers an attack with a potency of 130. Maximum Charges: 3 | ||
Spread Shot | MCH | 18 | Weaponskill | Instant | 2.5s | 12y 12y |
Delivers an attack with a potency of 140 to all enemies in a cone before you. Additional Effect: Increases Heat Gauge by 5 | ||
Clean Shot | MCH | 26 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 100. Combo Action: Slug Shot or Heated Slug Shot Combo Potency: 270 Combo Bonus: Increases Heat Gauge by 5 Combo Bonus: Increases Battery Gauge by 10 | ||
Hypercharge | MCH | 1 | 30 | Ability | Instant | 10s | 0y 0y |
Grants 5 stacks of Overheated, each stack allowing the execution of Blazing Shot or Auto Crossbow. Duration: 10s Overheated Effect: Increases the potency of single-target weaponskills by 20 Heat Gauge Cost: 50 Overheated effect only applicable to machinist job actions. | |
Heat Blast | MCH | 1 | 35 | Weaponskill | Instant | 1.5s | 25y 0y |
Delivers an attack with a potency of 200. Additional Effect: Reduces the recast time of both Gauss Round and Ricochet by 15s Can only be executed when firearm is Overheated. Recast timer cannot be affected by status effects or gear attributes. | |
Rook Autoturret | MCH | 1 | 40 | Ability | Instant | 6s | 0y 0y |
Deploys a single-target battle turret which attacks using Volley Fire, dealing damage with a potency of 35. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 75. Battery Gauge Cost: 50 Duration: 9s Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Rook Overdrive. Shares a recast timer with Rook Overdrive. | |
Rook Overdrive | MCH | 40 | Ability | Instant | 15s | 25y 0y |
Orders the rook autoturret to use Rook Overload. Rook Overload Potency: 160 Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 320. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down. Shares a recast timer with Rook Autoturret. | ||
Rook Overload | MCH | 40 | Ability | Instant | Instant | 40y 0y |
Delivers an attack with a potency of 160. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 320. The rook autoturret shuts down after execution. If this action is not used manually while the rook autoturret is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | ||
Wildfire | MCH | 45 | Ability | Instant | 120s | 25y 0y |
Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage when time expires or upon executing Detonator. Potency is increased by 240 for each of your own weaponskills you land prior to the end of the effect. Can be stacked up to 6 times. Duration: 10s | ||
Detonator | MCH | 45 | Ability | Instant | 1s | 25y 0y |
Ends the effect of Wildfire, dealing damage to the target. ※This action cannot be assigned to a hotbar. | ||
Ricochet | MCH | 1 | 50 | Ability | Instant | 30s | 25y 5y |
Deals damage to all nearby enemies with a potency of 130 for the first enemy, and 50% less for all remaining enemies. Maximum Charges: 3 | |
Auto Crossbow | MCH | 1 | 52 | Weaponskill | Instant | 1.5s | 12y 12y |
Delivers an attack with a potency of 160 to all enemies in a cone before you. Can only be executed when firearm is Overheated. Recast timer cannot be affected by status effects or gear attributes. | |
Heated Split Shot | MCH | 1 | 54 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 220. Additional Effect: Increases Heat Gauge by 5 | |
Tactician | MCH | 1 | 56 | Ability | Instant | 90s | 0y 30y |
Reduces damage taken by self and nearby party members by 15%. Duration: 15s Effect cannot be stacked with bard's Troubadour or dancer's Shield Samba. | |
Drill | MCH | 1 | 58 | Weaponskill | Instant | 20s | 20y 0y |
Delivers an attack with a potency of 600. Maximum Charges: 2 Shares a recast timer with Bioblaster. | |
Heated Slug Shot | MCH | 1 | 60 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 140. Combo Action: Heated Split Shot Combo Potency: 320 Combo Bonus: Increases Heat Gauge by 5 | |
Dismantle | MCH | 62 | Ability | Instant | 120s | 25y 0y |
Lowers target's damage dealt by 10%. Duration: 10s | ||
Heated Clean Shot | MCH | 64 | Weaponskill | Instant | 2.5s | 25y 0y |
Delivers an attack with a potency of 160. Combo Action: Heated Slug Shot Combo Potency: 420 Combo Bonus: Increases Heat Gauge by 5 Combo Bonus: Increases Battery Gauge by 10 | ||
Barrel Stabilizer | MCH | 66 | Ability | Instant | 120s | 0y 0y |
Grants Hypercharged. Duration: 30s Additional Effect: Grants Full Metal Machinist Duration: 30s Can only be executed while in combat. | ||
Blazing Shot | MCH | 68 | Weaponskill | Instant | 1.5s | 25y 0y |
Delivers an attack with a potency of 240. Additional Effect: Reduces the recast time of both Double Check and Checkmate by 15s Can only be executed when firearm is overheated. This weaponskill does not share a recast timer with any other actions. Upon execution, the recast timer for this action will be applied to all other weaponskills and magic actions. | ||
Flamethrower | MCH | 1 | 70 | Ability | Instant | 60s | 0y 12y |
Delivers damage over time to all enemies in a cone before you. Potency: 100 Duration: 10s Effect ends upon using another action or moving (including facing a different direction). Cancels auto-attack upon execution. Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills. | |
Bioblaster | MCH | 72 | Weaponskill | Instant | 20s | 12y 12y |
Delivers an attack with a potency of 50 to all enemies in a cone before you. Additional Effect: Damage over time Potency: 50 Duration: 15s Maximum Charges: 2 Shares a recast timer with Drill. | ||
Air Anchor | MCH | 76 | Weaponskill | Instant | 40s | 25y 0y |
Delivers an attack with a potency of 600. Additional Effect: Increases Battery Gauge by 20 This action does not share a recast timer with any other actions. | ||
Automaton Queen | MCH | 80 | Ability | Instant | 6s | 0y 0y |
Deploys an Automaton Queen to fight at your side. Potency of Automaton Queen actions increases as Battery Gauge exceeds required cost at time of deployment. Battery Gauge Cost: 50 Duration: 12s Consumes Battery Gauge upon execution. Shuts down when time expires or upon execution of Queen Overdrive. Shares a recast timer with Queen Overdrive. | ||
Queen Overdrive | MCH | 80 | Ability | Instant | 15s | 30y 0y |
Orders the Automaton Queen to use Pile Bunker. Pile Bunker Potency: 650 Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. Shares a recast timer with Automaton Queen. | ||
Arm Punch | MCH | 80 | Weaponskill | Instant | 1.5s | 3y 0y |
Delivers an attack with a potency of 120. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 240. ※This action cannot be assigned to a hotbar. | ||
Roller Dash | MCH | 80 | Weaponskill | Instant | 3s | 30y 0y |
Rushes target and delivers an attack with a potency of 240. Potency increases as Battery Gauge exceeds required cost at time of deployment, up to a maximum of 480. ※This action cannot be assigned to a hotbar. | ||
Pile Bunker | MCH | 80 | Ability | Instant | Instant | 3y 0y |
Delivers an attack with a potency of 680. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | ||
Scattergun | MCH | 82 | Weaponskill | Instant | 2.5s | 12y 12y |
Delivers an attack with a potency of 160 to all enemies in a cone before you. Additional Effect: Increases Heat Gauge by 10 | ||
Crowned Collider | MCH | 86 | Ability | Instant | Instant | 3y 0y |
Delivers an attack with a potency of 780. Potency increases as Battery Gauge exceeds required cost at time of deployment. The Automaton Queen shuts down after execution. If this action is not used manually while the Automaton Queen is active, it will be triggered automatically immediately before shutting down. ※This action cannot be assigned to a hotbar. | ||
Chain Saw | MCH | 90 | Weaponskill | Instant | 60s | 25y 25y |
Delivers an attack to all enemies in a straight line before you with a potency of 600 for the first enemy, and 65% less for all remaining enemies. Additional Effect: Increases Battery Gauge by 20 Additional Effect: Grants Excavator Ready Duration: 30s This weaponskill does not share a recast timer with any other actions. | ||
Double Check | MCH | 92 | Ability | Instant | 30s | 25y 5y |
Delivers an attack to target and all enemies nearby it with a potency of 170 for the first enemy, and 50% less for all remaining enemies. Maximum Charges: 3 | ||
Checkmate | MCH | 92 | Ability | Instant | 30s | 25y 5y |
Delivers an attack to target and all enemies nearby it with a potency of 170 for the first enemy, and 50% less for all remaining enemies. Maximum Charges: 3 | ||
Excavator | MCH | 96 | Weaponskill | Instant | 2.5s | 25y 5y |
Delivers an attack to target and all enemies nearby it with a potency of 600 for the first enemy, and 65% less for all remaining enemies. Additional Effect: Increases Battery Gauge by 20 Can only be executed while under the effect of Excavator Ready. ※This action cannot be assigned to a hotbar. ※Chain Saw changes to Excavator when requirements for execution are met. | ||
Full Metal Field | MCH | 100 | Weaponskill | Instant | 2.5s | 25y 5y |
Delivers a critical direct hit to target and all enemies nearby it with a potency of 900 for the first enemy, and 50% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical hit rate or direct hit rate. This action is not affected by Reassemble. Can only be executed while under the effect of Full Metal Machinist. |
Limit Breaks (PvE)
- See also: Limit Break
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Big Shot | Physical Ranged DPS | 1 | Limit Break Level 1 | 2s | Instant | 25y 30y |
Delivers an attack that deals 54% the damage of Braver to all targets in a straight line. | |
Desperado | Physical Ranged DPS | 1 | Limit Break Level 2 | 3s | Instant | 25y 30y |
Delivers an attack that deals 117% the damage of Braver to all targets in a straight line. | |
Satellite Beam | MCH | 1 | Limit Break Level 3 | 4.5s | Instant | 25y 30y |
Delivers an attack that deals 189% the damage of Braver to all targets in a straight line. |
Physical Ranged DPS role actions (PvE)
- See also: Role actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Leg Graze | Physical Ranged DPS | 6 | Ability | Instant | 30s | 0y 0y |
Inflicts target with Heavy +40%. Duration: 10s | |
Second Wind | Melee DPS Physical Ranged DPS |
8 | Ability | Instant | 120s | 0y 0y |
Instantly restores own HP. Cure Potency: 800 | |
Foot Graze | Physical Ranged DPS | 10 | Ability | Instant | 30s | 0y 0y |
Binds target. Duration: 10s Cancels auto-attack upon execution. Target unbound if damage taken. | |
Peloton | Physical Ranged DPS | 20 | Ability | Instant | 5s | 0y 30y |
Increases movement speed of self and nearby party members as long as they remain within distance. Duration: 30s Effect ends when enmity is generated. Cannot be used in battle. | |
Head Graze | Physical Ranged DPS | 24 | Ability | Instant | 30s | 25y 0y |
Interrupts the use of a target's action. | |
Arm's Length | Melee DPS Physical Ranged DPS Tank |
32 | Ability | Instant | 120s | 0y 0y |
Creates a barrier nullifying most knockback and draw-in effects. Duration: 6s Additional Effect: Slow +20% when barrier is struck Duration: 15s |
PvP actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Blast Charge (PvP) | MCH | 30 | Weaponskill | 1.44s | 2.4s | 25y 0y |
Delivers a ranged attack with a potency of 6,000. Additional Effect: Grants a stack of Heat, up to a maximum of 5. Duration: 15s At maximum stacks, grants Overheated and increases movement speed by 25%. Duration: 5s Requires casting time to execute. However, it is possibule to walk while casting. ※Action changes to Blazing Shot while under the effect of Overheated. | ||
Scattergun (PvP) | MCH | 30 | Weaponskill | Instant | 16s | 12y 12y |
Delivers an attack with a potency of 6,000 to all enemies in a cone before you. Strikes twice when hitting only a single target. Additional Effect: 10-yalm knockback. This weaponskill does not share a recast timer with any other actions. | ||
Drill (PvP) | MCH | 30 | Weaponskill | Instant | 10s | 25y 0y |
Delivers a ranged attack with a potency of 8,000. Potency is increased to 16,000 while under the effect of Analysis. Ignores the effects of Guard when dealing damage. Additional Effect: Grants Bioblaster Primed Maximum Charges: 2 Can only be executed while under the effect of Drill Primed. This weaponskill does not share a recast timer with any other actions. ※Action changes to Bioblaster while under the effect of Bioblaster Primed. | ||
Full Metal Field (PvP) | MCH | 30 | Weaponskill | Instant | 32s | 25y 5y |
Delivers an attack with a potency of 8,000 to target and all enemies nearby it. Strikes the first target twice, but its potency will be halved for the second strike. Additional Effect: Grants Overheated Duration: 5s Overheated Effect: Increases movement speed by 25% Extends Overheated duration by 5s to a maximum of 10s. This weaponskill does not share a recast timer with any other actions. ※Blast Charge changes to Blazing Shot while under the effect of Overheated. | ||
Wildfire (PvP) | MCH | 30 | Ability | Instant | 24s | 25y 0y |
Covers target's body in a slow-burning pitch. Action is changed to Detonator for the duration of the effect. Deals damage to target and all enemies within 5 yalms when time expires or upon executing Detonator. Duration: 8s Potency is increased by 4,000 for each of your own attack actions you land prior to the end of the effect. Landing 4 attack actions will cause the slow-burning pitch to detonate immediately. | ||
Bishop Autoturret (PvP) | MCH | 30 | Ability | Instant | 30s | 25y 5y |
Deploys an area of effect battle turret which will deliver auto-attacks to enemies within range with a potency of 6,000. Duration: 10s Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 6,000 potency. Duration: 6s | ||
Analysis (PvP) | MCH | 30 | Ability | Instant | 20s | 0y 0y |
Grants additional effects to Drill, Bioblaster, Air Anchor, and Chain Saw when these weaponskills are executed. Duration: 10s Drill Additional Effect: Potency is increased to 200% Bioblaster Additional Effect: Attack potency and damage over time potency is increased by 50% Air Anchor Additional Effect: Potency is increased by 50% and the Bind effect becomes Stun. Chain Saw Additional Effect: Increases target's damage taken Maximum Charges: 2 | ||
Blazing Shot (PvP) | MCH | 30 | Weaponskill | Instant | 1.5s | 25y 0y |
Delivers a ranged attack with a potency of 8,000. Can only be executed while under the effect of Overheated. This weaponskill does not share a recast timer with any other actions. ※This action cannot be assigned to a hotbar. | ||
Bioblaster (PvP) | MCH | 30 | Weaponskill | Instant | 10s | 12y 12y |
Delivers an attack with a potency of 4,000 to all enemies in a cone before you. Additional Effect: Damage over time. Potency: 4,000 Duration: 9s Increases attack potency and damage over time potency by 50% while under the effect of Analysis Additional Effect: Grants Air Anchor Primed Maximum Charges: 2 Can only be executed while under the effect of Bioblaster Primed. This weaponskill does not share a recast timer with any other actions. ※Action changes to Air Anchor while under the effect of Air Anchor Primed. ※This action cannot be assigned to a hotbar. | ||
Air Anchor (PvP) | MCH | 30 | Weaponskill | Instant | 10s | 25y 0y |
Delivers a ranged attack with a potency of 8,000. Additional Effect: Bind Duration: 3s Additional Effect: Potency is increased by 50%, and the Bind effect becomes Stun while under the effect of Analysis. Duration: 3s Additional Effect: Grants Chain Saw Primed Maximum Charges: 2 Can only be executed while under the effect of Air Anchor Primed. This weaponskill does not share a recast timer with any other actions. ※Action changes to Chain Saw while under the effect of Chain Saw Primed. ※This action cannot be assigned to a hotbar. | ||
Chain Saw (PvP) | MCH | 30 | Weaponskill | Instant | 10s | 25y 25y |
Delivers an attack with a potency of 12,000 to all enemies in a straight line before you. Additional Effect: Increases target's damage taken by 20% while under the effect of Analysis Duration: 6s Additional Effect: Grants Drill Primed Maximum Charges: 2 Can only be executed while under the effect of Chain Saw Primed This weaponskill does not share a recast timer with any other actions. ※Action changes to Drill while under the effect of Drill Primed. ※This action cannot be assigned to a hotbar. | ||
Detonator (PvP) | MCH | 30 | Ability | Instant | 1s | 0y 0y |
Ends the effect of Wildfire, dealing damage to the target. Can only be executed while under the effect of Wildfire. ※This action cannot be assigned to a hotbar. | ||
Aether Mortar (PvP) | MCH | 30 | Ability | 1s | 1s | 0y 5y |
Deals unaspected damage with a potency of 6,000 to all nearby enemies. Additional Effect: Creates a barrier that absorbs damage equivalent to a heal of 6,000 potency Duration: 6s ※This action cannot be assigned to a hotbar. |
Limit Break (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Marksman's Spite (PvP) | MCH | 30 | Limit Break | Instant | 10s | 50y 0y |
Delivers a ranged attack with a potency of 36,000. Can only be executed when the limit gauge is full. Gauge Charge Time: 90s |
Common actions (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Standard-issue Elixir (PvP) | ANY | 30 | Ability | 4.5s | 5s | 0y 0y |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | |
Recuperate (PvP) | ANY | 30 | Ability | 2,500 | Instant | 1s | 0y 0y |
Restores own HP. Cure Potency: 15,000 |
Purify (PvP) | ANY | 30 | Ability | Instant | 24s | 0y 0y |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 3s Can be used even when under the effect of certain status afflictions. | |
Guard (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects. Duration: 5s Movement speed is reduced by 50% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | |
Sprint (PvP) | ANY | 30 | Ability | Instant | 1.5s | 0y 0y |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Traits
PvE traits
Trait | Acquired | Level | Effect | |
---|---|---|---|---|
Increased Action Damage | MCH | 20 | Increases base action damage and autoturret damage by 10%. | |
Increased Action Damage II | MCH | 40 | Increases base action damage and autoturret damage by 20%. | |
Split Shot Mastery | MCH | 1 | 54 | Upgrades Split Shot to Heated Split Shot. |
Slug Shot Mastery | MCH | 1 | 60 | Upgrades Slug Shot to Heated Slug Shot. |
Clean Shot Mastery | MCH | 64 | Upgrades Clean Shot to Heated Clean Shot. | |
Heat Blast Mastery | MCH | 68 | Upgrades Heat Blast to Blazing Shot. | |
Charged Action Mastery | MCH | 74 | Allows a third charge of Gauss Round and Ricochet. | |
Hot Shot Mastery | MCH | 76 | Upgrades Hot Shot to Air Anchor. | |
Enhanced Wildfire | MCH | 78 | Improves Wildfire's potency increase for landing weaponskills to 240. | |
Promotion | MCH | 80 | Upgrades Rook Autoturret and Rook Overdrive to Automaton Queen and Queen Overdrive respectively. | |
Spread Shot Mastery | MCH | 82 | Upgrades Spread Shot to Scattergun. | |
Enhanced Reassemble | MCH | 84 | Allows the accumulation of charges for consecutive uses of Reassemble. Maximum Charges: 2 | |
Marksman's Mastery | MCH | 84 | Increases the potency of Heated Split Shot to 200, Heated Slug Shot to 120, and Heated Clean Shot to 120. | |
Queen's Gambit | MCH | 86 | After executing Pile Bunker, the Automaton Queen will also execute Crowned Collider. | |
Enhanced Tactician | MCH | 88 | Reduces Tactician recast time to 90 seconds. | |
Double-barrel Mastery | MCH | 92 | Upgrades Gauss Round to Double Check and Ricochet to Checkmate. | |
Enhanced Multiweapon | MCH | 94 | Allows the accumulation of charges for consecutive uses of Drill and Bioblaster. Maximum Charges: 2 | |
Marksman's Mastery II | MCH | 94 | Increases the potency of Auto Crossbow to 160, Heated Split Shot to 220, Heated Slug Shot to 140, Heated Clean Shot to 160, and Scattergun to 160. | |
Enhanced Second Wind | Melee DPS Physical Ranged DPS |
94 | Increases the healing potency of Second Wind to 800. | |
Enhanced Multiweapon II | MCH | 96 | Grants Excavator Ready upon executing Chain Saw. Duration: 30s Chain Saw changes to Excavator while under the effect of Excavator Ready. | |
Enhanced Tactician II | MCH | 98 | Improves Tactician's damage reduction effect to 15%. | |
Enhanced Barrel Stabilizer | MCH | 100 | Grants Full Metal Machinist upon executing Barrel Stabilizer. Duration: 30s |
Combos
Performing actions in a certain order increases potency and applies combo bonuses.
=> => = Increases the Heat Gauge and Battery Gauge.
Job mechanics
Official Lodestone Job Guide (Always up-to-date)
Heat Gauge is Machinist's Job Gauge.
Heat Gauge
Upon learning the action Hypercharge, the Heat Gauge will be displayed.
Using certain weaponskills will generate heat. When you have generated enough, Hypercharge can be activated, overheating your firearm. This allows the execution of certain weaponskills such as Heat Blast (acquired at level 35) and Auto Crossbow (acquired at level 52).
Upon learning the action Rook Autoturret, the Battery Gauge will be displayed.
The Battery Gauge accumulates when certain actions are performed and allows the placement of a Rook Autoturret, which will attack your target. It also allows the deployment of an Automaton Queen (acquired at level 80) to fight alongside you.
Simple Mode
Achievements
This job is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Mean Machine I | 5 | Achieve machinist level 30. | - | 3.0 |
Mean Machine II | 5 | Achieve machinist level 40. | - | 3.0 |
Mean Machine III | 5 | Achieve machinist level 50. | - | 3.0 |
Mean Machine IV | 5 | Achieve machinist level 60. | - | 3.0 |
Mean Machine V | 5 | Achieve machinist level 70. | - | 4.0 |
Mean Machine VI | 5 | Achieve machinist level 80. | - | 5.0 |
Mean Machine VII | 5 | Achieve machinist level 90. | - | 6.0 |
Mean Machine VIII | 5 | Achieve machinist level 100. | - | 7.0 |
Notable Machinists
Gallery
Lore
Following the example of Cid Garlond, who had time and again demonstrated the potency of magitek, the Skysteel Manufactory began their tireless work on the development of advanced armaments. As new and devastating weapons were brought to the fray, a new class of champion arose to wield them—the machinist.
History
Handed down through the centuries of Ishgard’s endless conflict with the Dravanians, the city-state’s engineers have devised and improved upon myriad dragon-killing contrivances. Their successes inspired the construction of the Skysteel Manufactory in the year 1483 of the Sixth Astral Era, where resident artisans to this day continue to invent weapons such as the ceruleum-propelled giant ballista, and the quad-barreled Bertha cannon.
Many of these modern advances can be attributed to Stephanivien de Haillenarte, the manufactory’s brilliant chief, who has enthusiastically welcomed the assistance of Garlond Ironworks with incorporating imperial magitek into traditional Ishgardian craftsmanship. Rather than simply adapt this technology for existing purposes, however, Stephanivien has combined magitek with aetherology to develop an entirely new form of weaponry. His primary achievement has been the creation of the aetherotransformer—a device which converts the wearer’s innate mana into the lightning-aspected energy suited for powering the chief's revolutionary inventions. In addition to instructing volunteers in the use of the transformer, Stephanivien has employed a master of marksmanship from Limsa Lominsa to train an ever-growing number of recruits. Armed with their signature firearms and a repertoire of technological marvels, these soldiers of a new age are known as “machinists.”
Equipment
Machinist’s Attire
Based on a proposal made by Stephanivien, the design of this garb prioritizes ease of movement over the heavy protection favored by close-quarter combatants. Its most distinguishing feature is the side-apron tool pouch, used to store a machinist’s transformer, ammunition, and various other devices employed in the machinistry profession.
Ferdinand
This double-barreled firearm features a unique form of propulsion that relies on a wind crystal-pressurized cartridge rather than the explosiveness of firesand. A lack of confidence in this overly ambitious design led to the weapon being falsely peddled at market as an invaluable antique to recoup the costs of its construction.
Pre-Imperial Garlean Revolver
This antique firearm was the first of its kind to feature a cylindrical magazine, allowing a marksman to fire multiple shots before reloading. The design was still popular when the imperial army came into formation, and exquisitely decorated revolvers were commonly issued to officers whose rank afforded them the title of “tol” or better. It is not known by what route it came to the hinterlands, but the Sharlayans were said to keep a pristine model of the weapon in the Great Gubal Library as part of their efforts to catalog the history and knowledge of the known world.
Peacemaker
Excavated from the Allagan ruins at Silvertear Falls, this firearm appears at first glance to possess multiple barrels. Closer inspection of its irregular mechanisms, however, reveal the weapon capable of firing only single shots, with the motion of the central cylinder intended to spin the bullet and stabilize its trajectory. The lightning crystals embedded in its frame are assumed to serve the function of increasing a shot’s initial velocity.
Tricks of the Trade
- Satellite Beam: Floating contraption? Oh, the satellite! Aye, the blast was even more impressive than I expected! The crystal drive unit's emission was positively blinding. That burning smell, though...”
Machinist discussing the aftermath of a battle.
- Slug Shot: Swapping out standard bullets for an oversized slug, this shot impacts the target with shuddering force. In this fashion, a trained machinist employs various techniques to take advantage of a multitude of custom ammunition.
- Gauss Barrel: An attachment for machinist weapons. By infusing the barrel with the aetherotransformer’s accumulated energy, the velocity and penetrating power of subsequent shots are substantially increased.
- Ricochet: After casting out a number of Ishgardian steel reflectors, the machinist fires a single bullet that bounces between each metal plate. This technique can hit multiple targets with its deadly and unpredictable trajectory.
Rostnsthal
Rostnsthal was once better known as Sthalmann Sthalmannsyn, the commodore of Limsa Lominsa’s Knights of the Barracuda. At the peak of his career, Sthalmann was responsible for ordering a self-serving and reckless operation that aimed to oust the current Admiral using the treasures of the fabled Seal Rock—a mission that succeeded in uncovering a ritual object for summoning primals. But the operation soon went awry. With many of his subordinates slaughtered, and the artifact taken, Sthalmann’s reputation was shattered beyond repair. Stripped of his rank, he took up the name “Rostnsthal,” (meaning “rusty steel” in the old Roegadyn tongue) and recruited his own crew of pirates in an ultimately unsuccessful bid to steal back the lost relic. The years following this failure were spent wallowing in cheap grog and misery, until an unexpected offer from distant Ishgard saw him accept the post of a marksmanship instructor.
Stephanivien de Haillenarte
As a child Stephanivien often indulged his obsession with machinery by visiting the manufactory, his ready mind quickly absorbing whatever scraps of knowledge the engineers in his family’s employ would throw his way. His frequent association with lowborn artisans—unheard of amongst the haughty nobility of Ishgard—likely contributed to Stephanivien’s unusually enlightened attitude. After coming of age and unofficially assuming the position of manufactory chief, Stephanivien actively sought the cooperation of organizations outside of Ishgard, drafting a contract for technological exchange with Jessie Baler, the deputy president of Garlond Ironworks, and hiring a Limsa Lominsan to instruct his machinists in marksmanship. He is also a staunch believer in encouraging the martial independence of Ishgard’s commoners, reasoning that every machinist recruit can only strengthen the city-state’s defenses.
Aetherotransformer
This device converts the wearer's aether into lightning-aspected energy, which is in turn stored within the transformer’s crystal cores. The machinist then draws upon this accumulated energy to both power and enhance her unique repertoire of weapons, requiring her to master skills far beyond those trained by any mundane musketeer.
“This auxiliary device is equipped at the waist and stores converted aether as lightning-aspected energy in its inbuilt crystal, allowing the machinist to power all manner of weaponry at will. It also holds a convenient supply of spare cartridges and mechanical tools.
— Encyclopædia Eorzea Volume III, p. 248
Autoturret
These portable, self-firing cannons come in two variations: the rook, which fires upon a single target; and the bishop, which saturates the area with bursts of electrical energy. Stephanivien later improved the versatility of autoturrets, allowing a machinist to convert the cannons into tools that replenish mana and restore vigor. [1]
Machinist’s Panoply
Gunner's Goggles
Goggles with brown-tinted lenses not only protect the machinist's vision against damage from muzzle flashes and blast debris, but also enhance it by heightening visual contrast.
Gunner's Coat
In addition to the coattail and belt inherited from the original machinist’s armor, the gunner’s coat features convenient pockets on the sleeves.
Gunner's Thighboots
The length of these boots enables the machinist to comfortably fire when kneeling, while their rubber soles allow her to maintain a solid footing regardless of recoil.
Form & Function
Like the bard, the gun-wielding machinist keeps her enemies at a safe distance, and thus prefers lightweight and mobile defensive gear. In fact, she may even find the same garments worn by archers on the battlefield serviceable for her purposes. Still, the comparatively high-maintenance nature of machinist weapons has led to demand for specialized attire, which allows them to keep spare parts, maintenance tools, and the aetherotransformers that power their firearms and turrets close at hand.
The first full set of machinist’s armor (pictured at right) was developed by Lord Stephanivien of House Haillenarte, the father of modern machinistry. The design, featuring a single durable coattail for storage, quickly found favor. An upgraded version dubbed the “gunner’s armor” has since come to the fore, though it is in fact a mere prototype conceived during the development of uniform for Hilda’s Hounds. [2]
External links
- FinalFantasyXIV.com Machinist on the official website.
- Comprehensive Job Guide provided by The Balance.
References
- ↑ Encyclopaedia Eorzea: Volume I, page 240-241
- ↑ Encyclopaedia Eorzea: Volume II, page 233